Actor I/O Subsystem
Last updated
Last updated
The I/O Subsystem is a context handler for the I/O system that is unique per game world. It stores the current ActionExecutionContext
, exposes a list of natively supported I/O events and functions, and a list of globally available .
There must always be one I/O Subsystem available both at runtime, and in Unreal Editor. Unless specified otherwise, the ActorIOSubsystemBase
class will be used.
To customize the I/O subsystem, you need to create a blueprint (or C++ class) from the ActorIOSubsystemBase
class. Then, go to Edit -> Project Settings -> Actor I/O and set the subsystem class to your own.
Changing the I/O Subsystem class requires a level reload to fully take effect in the Editor.